CTriggerActiveWeaponDetect::PassesTriggerFilters
0x00b22430 · 28 bytes · __thiscall
_ZN26CTriggerActiveWeaponDetect20PassesTriggerFiltersEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerActiveWeaponDetect::PassesTriggerFilters(CBaseEntity*) */
undefined4 __thiscall
CTriggerActiveWeaponDetect::PassesTriggerFilters
(CTriggerActiveWeaponDetect *this,CBaseEntity *param_1)
{
undefined4 uVar1;
if (param_1 != (CBaseEntity *)0x0) {
/* WARNING: Could not recover jumptable at 0x00b22446. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar1 = (**(code **)(*(int *)param_1 + 0x16c))();
return uVar1;
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.